User:Fenrial/sandbox

From Stellaris Wiki
Jump to navigation Jump to search

Artificial Intelligence

Determines where an empire stands on the issues of self-aware artificial intelligence.

This policy becomes available once Tech robotic workers.png robotic workers is researched.

None of policies are able to completely negate a risk of AI rebellion, they only determine the way it would be dealt with and chances.

Type Effects Description & Notes
Outlawed Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.
  • Activated by default.
  • Not valid for countries that became synthetic via the Ap the flesh is weak.png The Flesh is Weak ascension perk.
Servitude
  • Robots can be enslaved and disassembled
The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.
Citizen Rights Synthethics are given full citizen rights and require considerablt more consumer goods
  • Robots cannot be enslaved or disassembled
Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.
  • Not valid for Spiritualist.png spiritualist and Fanatic Spiritualist.png fanatic spiritualist
  • Not valid for countries that became synthetic via the Ap synthetic evolution.png Synthetic Evolution ascension perk.

Artificial Intelligence old

Determines where an empire stands on the issues of self-aware artificial intelligence.

This policy becomes available once Tech robotic workers.png robotic workers is researched.

None of policies are able to completely negate a risk of AI rebellion, they only determine the way it would be dealt with and chances.

Type Effects Description & Notes
Outlawed
  • Can not build robots
  • Existing robots are disassembled
Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.
  • Activated by default.
  • Not valid for countries that became synthetic via the Ap the flesh is weak.png The Flesh is Weak ascension perk.
Servitude
  • Robots can be enslaved and disassembled
The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.
  • Not valid for Spiritualist.png spiritualist and Fanatic Spiritualist.png fanatic spiritualist
  • Not valid for countries that became synthetic via the Ap synthetic evolution.png Synthetic Evolution ascension perk.
Citizen Rights
  • Robots cannot be enslaved or disassembled
Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.
  • Requires Tech synthetic workers.png synthetics tech.
  • Only valid for empires with the Materialist.png materialist or Fanatic Materialist.png fanatic materialist ethics, or empires that became synthetic via the Ap synthetic evolution.png Synthetic Evolution ascension perk.



Star System Modding

Star System Modding / Solar System Modding

Creating your starting planet

To begin with you need to designate a planet in your star system as the starting planet by adding the starting_planet flag:

starting_planet = yes

Example

	#My Planet
	planet = {
		class = "pc_continental"
		orbit_distance = 25
		orbit_angle = 120
		size = 25
		has_ring = yes
		starting_planet = yes
		}


tile_blockers

next you need to override the default tile_blockers genration and set the starting blockers to spawn instead.

tile_blockers = none
		init_effect = {
			generate_start_buildings_and_blockers = yes	
		}

Example

	#My Planet
	planet = {
		class = "pc_continental"
		orbit_distance = 25
		orbit_angle = 120
		size = 25
		has_ring = yes
		tile_blockers = none
		modifiers = none
		starting_planet = yes
		
		init_effect = {
			generate_start_buildings_and_blockers = yes	
		}

prevent_anomaly

This flag prevents your homeworld from being negativlly effected (or destoryed!) by random events.

		init_effect = {
			prevent_anomaly = yes
		}

Example

	#My Planet
	planet = {
		class = "pc_continental"
		orbit_distance = 25
		orbit_angle = 120
		size = 25
		has_ring = yes
		tile_blockers = none
		modifiers = none
		starting_planet = yes
		
		init_effect = {
			prevent_anomaly = yes
			generate_start_buildings_and_blockers = yes	
		}

Fin

Finished Example

	#My Planet
	planet = {
		name = "My Planet"
		class = "pc_continental"
		orbit_distance = 25
		orbit_angle = 120
		size = 25
		has_ring = yes
		
		home_planet = yes
		
		tile_blockers = none
		modifiers = none
		starting_planet = yes
		
		init_effect = {
			prevent_anomaly = yes
			generate_start_buildings_and_blockers = yes	
		}

Star Types

Stars
pc_b_star
pc_a_star
pc_f_star
pc_g_star
pc_k_star
pc_m_star
pc_black_hole
pc_neutron_star
pc_pulsar

Planet Types

Habitable Planets (Dry)
pc_desert
pc_arid
pc_savannah
Habitable Planets (Temperate)
pc_tropical
pc_continental
pc_ocean
Habitable Planets (Cold)
pc_tundra
pc_arctic
pc_alpine
Uninhabitable Planets
pc_gas_giant
pc_asteroid
pc_molten
pc_barren
pc_barren_cold
pc_toxic
pc_frozen
Special Planets
pc_nuked
pc_machine
pc_shielded
pc_ai
pc_infested
pc_gaia
pc_cybrex
pc_shrouded

Megastructures

Megastructures
pc_ringworld_habitable
pc_ringworld_habitable_damaged
pc_ringworld_tech
pc_ringworld_tech_damaged
pc_ringworld_seam
pc_ringworld_seam_damaged
pc_habitat